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Made in us
Regular Dakkanaut




After a 4 year break from 40k, I have just started playing again this month, and am learning the new 4E rules, as well as trying to get a handle on a new codex and army (this was only the 4th game with my necrons, and the first at this many points) I have always been a fan of the Dakka community, but this is my first shot at a batrep. My opponent and I are both pretty rusty, so please feel free to point out rules mistakes if you see any.

scenario rolled was domination and the game was at Gamma level (2 stratagems each)

table layout basically had 4 buildings, 1 per quarter laid out pretty much evenly. SE corner also had a chimera-bunker and SW had a pair of baricades. There were also several barricades situated aroung the center of town. The game table was a kitchen table that measures about 3x5 instead of 4x4.

Lists:

Me:
Necron Lord w/ Orb, Gaze of Flame, phase shift, disruption
Destroyer Lord w/ Orb
14 Warriors
14 Warriors
6 Scarabs
4 Destroyers
3 Wraiths
Monolith

(my lords are definately not optimal atm, was experimenting with setup... also the d-field was to take me from 1495 to 1500... just in case)

Him:
Inquis Chaplain w/Jetpack, crosius, plasma pistol
Inquis Chaplain w/bike, crosius, plasma pistol
10 man tac squad with plasma and plasma cannon
5 man tac squad with melta
5 man assault squad, one of whom is vet with plasma pistol
4 bikes, plasma weapons
attack bike with melta thingy
rhino
vindicator
land raider

His list is just from memory... squad sizes may not be exact and i dont really remember details of their kits except the fact that he had approximately a billion plasma weapons and a bunch of assaulty crap with litanies of hate

Stratagems:
he took medicae facility (building in his starting quarter) and Demolition
i took Demolition and Deep strike

Deployment: him in NW me in SE
He set up his 10man crew in the 3 story building in his starting quarted (where he had the medicae) divided up with dudes on each level. 5 man squad was deployed in the street out front behind a rubly barricade. Landraider behind the 5man squad, Rhino to the SW of the building with Vindicator directly behind it bikes as far south and almost to the west edge as possible (back chap attached to squad) and jetpack dudes just north of his building next to his LR.

I set up destoyers in chimera bunker with destroyer lord, both squads of warriors north of that between building and bunker in a big fan shaped mob with foot lord joined to the western squad of warriors, Scarabs as far N as possible along E edge and Wraiths behind scarabs. Monolith Waiting to deep strike.

with setup complete we rolled for first turn and he chose to play first.

DA Turn 1:
bike mob moves S along table edge and cozies up behind the W side of the SW building. Land raider moves SE into the 'main street' assault squad moves east, and rhino and demolisher drive straight towards center of town. rhino pops smoke, LR shoots and downs 1 warrior, Plasma cannon misses, demolisher scatters off target. no real action

Necron Turn 1:
the sad warrior from turn 1 jumps up thx to rez orbery. all my warriors move N, the squad with the lord moves into the building in the SE corner and takes position on 2 levels. Scarabs Wraiths and Destroyers all turbo-boost up the right table edge and cram in behind the NE building. necron warriors in the building shoot the rhino some, managing to pop it but not doing damage to anything in the area. My Demolish stratagem goes off destroying the SE building that the bikes are hiding behind.

DA Turn 2:
his demolish goes off this turn, he picked the same building so no big deal. Bikes move around building back towards center of town hugging N wall of the new dust cloud to block LoS to the majority of the necron warriors. Some shooting goes down with plasma cannon downing some warriors in the squad with the lord, Demolisher downs 4 more warriors in the other squad, but they are in range of the res orb as well. 1 destroyer is downed by a plasma gun from the bikes on a cross table shot but he is right next to the destroyer lord so gets res orb lovings too. assualt marines and chaplain shoot down 2 bases of scarabs and put a wound on another... stupid plasma weapons. Then came the assault phase, and i was soundly punished for being stupid. Assault squad and chap rolled into the scarabs but missed a ton. Made good with their litanies of hate rerolls and wiped out the remaining scarabs. They promptly consolidate into the 3 wraiths, who manage to put a wound on the chaplain before rolling 1s and 2s for their invul saves. At this point they consolidate into the destroyers and destroyer lord, failing to do any real damage and losing the vet sarg to the pissed off d-lord. finally the turn is over and i am really mad.

Necron Turn 2:
The downed destroyer and 3/4 of the downed warriors make WBB. Monolith makes reserves roll and DSs into center of town, scattering only a couple inches. the E warrior squad advances 6 inches up the right side right towards the destroyers in melee. Monolith uses teleport magic to remove the destroyers and lord from certain death. Shooting phase comes around and i start cackling, thinking its time for payback. Every enemy unit is sitting in range of the monoliths flux madness. 2 marines in the NE building are downed and the rhino is stunned again. Destroyers fire on the Vindicator, stunning it as well. Both warrior squads turn their fire on the jetpack squad, wiping them out with the 56 shots.

DA Turn 3:
Bikes move partial distance towards center of town setting up to assault the exposed destroyers. Land raid turns towards the monolith to bring both las sponsons to bear on the monolith. Plasma from his 10 man squad drops a couple warriors in the squad with the lord. Lascannons dont scratch monolith and the 5man squad fails to hurt the destroyers. Bikes shoot at the destroyer squad and somehow manage to down all 4 of them and the warrior because 1s are the best rolls ever on armor saves. Sadly (for him i guess) this leaves the bikes out of range to assault anything except the monolith... which they decline to do.

Necron Turn 3:
Destroyer lord WBBs himself and gets drives straight E, positioning himself behind a squad of warriors. Legged lord moves from the building to join the squad outside the building, ready to support them if they are assaulted next turn. Monolith chills dead center of town looking for all the world like kevin costner in tombstone but a flying alien pyramid instead of a person. anyway... Shooting happens, monolith fluxes everyone downing 1 generic dude inside the building and 1 generic dude in the small tac squad. Particle whip hits dudes on 2nd floor of the building the 10 man squad is inside, killing all 3 (somehow this is the plasma cannon, plasma gun and vet seargant, hurray for me) none of whom will be making their medicae rolls and bothing me any more. Both warrior squads are completeling in rapid fire range of the bikes, as are both lords with staffs of light... the bike team is eradicated.

DA turn 4:
LR sits still and shoots monolith but doesnt do much. Melta guy in the 5 man squad shoots at monolith and does nothing. squad in the building moves back into coherency and shoots at some necro warriors, downing 1. Vindicator fires at the warriors out in the open, scatters a little but still manages to down 3 models. My guys make the pinning check.

Necron Turn 4:
WBB roles are solid, as the entire team is within range of the rez orbs again. I only lose 1 warrior for realsies. Monolith flluxes and downs a marine in the medicae facility, then tries to whip that squad again and it scatters, though it does land on the 5 man squad killing 1. Warriors march forward poised to move into the uncontrolled NE building next turn. Very little All the warriors shoot at the vindicator, stunning it again but failing to get the job done.

At this point my opponent realizes that he is unlikely to be able to drop the monolith, his 10 man squad is dangerously close to being below scoring size (he took a ton of casualties but the medicae facility was nearly as good to him as my WBB so he only lost the 3 dudes to the whip, and 1 marine to normal fire). Faced with the distinct possiblity that my warriors would be able to keep the vindicator from firing again and quite possibly pop it with gauss fire, he asked to resign the game. As it was after 2am and he had to work that morning, i accepted and we cleaned up.

I think we both learned some pretty good lessons that game. I nearly cost myself the game with poor model positioning that let him steamroll my scarabs and wraits and almost my destroyers in a single assault. He had a similiar positioning issue when he unexpectedly wiped out the destroyers with fire from the bikes. Stranding assault troops in rapid fire range of larger squads of necron warriors is bad. also littanies of hate is the lamest thing ever... but it makes sense being as inquisitor chaps are the lamest guys ever. I definately need to re-examine the wargear on my necrons, probably going to res/veil on the foot lord as his other gear was totally unused this game. The wraiths were totally underwhelming as well. This was my first game with them, and they seemed like they had potential but they die too easily for what they cost... perhaps bigger squads would make them better, but at 3 per they just dont seem to have the juice. I really should get some immortals especially if i switch my foot lord to res/veil, im just loath to shell out the cash to buy the models 1 per blister for a decent sized squad.

anyway thx for the read, comments welcome. but be gentle, remember im a newb.
   
Made in de
Regular Dakkanaut




If it's any consolidation (as if you'd need any - after all you won ), I don't think the chain reaction close combat in turn 2 is even possible. I don't have the rulebook with me, but I think you CAN consolidate into another unit, but it doesn't count as a charge (so no +1A) and the close combat is resolved in the next player's turn.

Other than that, nice report, but it's hard to follow the action without an idea how the table was set up. A picture or drawing would help out in that regard.
   
Made in us
Impassive Inquisitorial Interrogator





Hooper

Yeah luebbi is right if you consolidate into a unit that assault doesnt start till the next player turn so he wont get the +1a

This message was edited 1 time. Last update was at 2008/01/21 18:01:27




This is silly! Buttons are not how one escapes dungeons! I would smash the button and rain beatings liberally down on the wizard for playing such a trick!


 
   
Made in us
Regular Dakkanaut




thanks for the responses guys.

I reread the rules in consolidate section, and they make much more sense now. Obviously this would have changed the flow of the entire game on both sides. Overall it was a friendly match and we both had fun, so no harm done really, but in the future we know what to do.

as for pictures, here are some really ghetto ones i did up in PS. should give an idea of the turns (each one shows end of turn)

deployment:


After T1:


After T2:


After T3

   
Made in us
Fresh-Faced New User




On turn 3 I notice you particle whipped and arc fluxed which I believe according to the FAQ you are not able to due to the particle whip being an ordanace weapon.

The Monolith cannot fire the Particle Whip (as it's an ordanance weapon) and Gauss Flux Projectors in the same turn.
   
Made in us
One Canoptek Scarab in a Swarm



Mission Viejo, CA

Shial is correct. You can flux arc and teleport, but you cannot use both the flux arc and particle whip, sadly.

Wraiths can be a really good tactical strike force, but if they get charged it can be bad news. If you're going to play wraiths, you almost have to have 2 squads of 3 so that they can get their WBB rolls.

As it is, maybe 2 squads of scarabs and the Destroyers might have been a better way to fill out your Fast Attack slots.

Immortals are definitely one of the most solid units Necrons have to offer. Go for it!

"Spare me your space-age techno-babble, Attilla the Hun!" 
   
Made in us
One Canoptek Scarab in a Swarm



Mission Viejo, CA

Now that I think about it, scarabs are good at holding up Marines, not much more. Maybe a squad of scarabs and 2 squads of 3 Destroyers would have been better.

Either way, good recovery from a crappy assault turn!

"Spare me your space-age techno-babble, Attilla the Hun!" 
   
Made in au
Crazed Spirit of the Defiler






Scarabs are great at doing more than holding up Marines. I have had 10 scarabs (120 points) completely smack whole units of assault marines (300 points w/chaplain) if they get the charge in - it is simply wound overload, and with 30 wounds, they can hold forever.

And they are fantastic against high value targets, because you can overload their armor saves with large numbers of attacks, and get back your points cost for the unit easily.

 
   
Made in us
Regular Dakkanaut




Question: I am a newer player, usually using Ultramarines. I have not had to face the Necron Monolith before.

I understand that you cannot roll more than one die for penetration, so autocannons won't rend, meltabombs won't work, and multimelta can only glance. But, the monolith does not benefit from the 'glance only' fast skimmer rule.

This leaves two alternatives. Forget firing at the Monolith and concentrate on Necron troops aiming for phase out or use the Lascannons on the Monolith.

It seemed reasonable for the DA player to use his lascannon on the Monolith. Might he have been better off with a lascannon/tank hunters for one of his tactical squads?

Also, does the RES ORB save Necrons who suffer death from hits of strength double toughness?
   
Made in us
One Canoptek Scarab in a Swarm



Mission Viejo, CA

I can't speak to Question #1, but as to #2, yes the Res Orb allows Necrons belonging to units within 6" of the orb to get their WBB roll if they get killed by weapons twice their toughness or CC weapons that deny armor saves.

"Spare me your space-age techno-babble, Attilla the Hun!" 
   
 
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